151 lines
5.7 KiB
C#
151 lines
5.7 KiB
C#
using System;
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using System.Data;
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using Content.Server.Alert;
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using Content.Server.Atmos.Components;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Atmos.EntitySystems
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{
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public class BarotraumaSystem : EntitySystem
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{
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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private const float UpdateTimer = 1f;
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private float _timer = 0f;
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public override void Initialize()
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{
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SubscribeLocalEvent<PressureProtectionComponent, HighPressureEvent>(OnHighPressureEvent);
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SubscribeLocalEvent<PressureProtectionComponent, LowPressureEvent>(OnLowPressureEvent);
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}
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private void OnHighPressureEvent(EntityUid uid, PressureProtectionComponent component, HighPressureEvent args)
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{
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args.Modifier += component.HighPressureModifier;
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args.Multiplier *= component.HighPressureMultiplier;
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}
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private void OnLowPressureEvent(EntityUid uid, PressureProtectionComponent component, LowPressureEvent args)
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{
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args.Modifier += component.LowPressureModifier;
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args.Multiplier *= component.LowPressureMultiplier;
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}
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private float CalculateFeltPressure(float environmentPressure, PressureEvent pressureEvent)
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{
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environmentPressure += pressureEvent.Modifier;
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environmentPressure *= pressureEvent.Multiplier;
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return environmentPressure;
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}
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public float GetFeltLowPressure(EntityUid uid, float environmentPressure)
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{
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var lowPressureEvent = new LowPressureEvent(environmentPressure);
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RaiseLocalEvent(uid, lowPressureEvent, false);
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return CalculateFeltPressure(environmentPressure, lowPressureEvent);
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}
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public float GetFeltHighPressure(EntityUid uid, float environmentPressure)
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{
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var highPressureEvent = new HighPressureEvent(environmentPressure);
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RaiseLocalEvent(uid, highPressureEvent, false);
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return CalculateFeltPressure(environmentPressure, highPressureEvent);
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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_timer -= UpdateTimer;
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foreach (var (barotrauma, damageable, transform) in EntityManager.EntityQuery<BarotraumaComponent, DamageableComponent, TransformComponent>(false))
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{
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var totalDamage = FixedPoint2.Zero;
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foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
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{
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if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
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continue;
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totalDamage += damage;
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}
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if (totalDamage >= barotrauma.MaxDamage)
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continue;
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var uid = barotrauma.Owner.Uid;
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var status = barotrauma.Owner.GetComponentOrNull<ServerAlertsComponent>();
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var pressure = 1f;
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if (_atmosphereSystem.GetTileMixture(transform.Coordinates) is { } mixture)
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{
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pressure = MathF.Max(mixture.Pressure, 1f);;
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}
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switch (pressure)
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{
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// Low pressure.
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case <= Atmospherics.WarningLowPressure:
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pressure = GetFeltLowPressure(uid, pressure);
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if (pressure > Atmospherics.WarningLowPressure)
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goto default;
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ShowAlert(AlertType.LowPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.LowPressure, 1);
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break;
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// High pressure.
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case >= Atmospherics.WarningHighPressure:
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pressure = GetFeltHighPressure(uid, pressure);
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damageScale = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true);
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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ShowAlert(AlertType.HighPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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status?.ClearAlertCategory(AlertCategory.Pressure);
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break;
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}
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}
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}
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}
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}
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